Super Mario World (SNES)
|Super Mario World|
- For other games in the series, see Super Mario Bros..
Super Mario World was one of the five launch titles for Super NES and the first 16-bit department of the well-known mustached plumber. Once again, Mario has to rescue Princess Toadstool from Bowser, but this time around he's got a trusty reptile named Yoshi, whose friends were imprisoned by the Koopalings and are also in need of rescue.
Each of the nine worlds are split up into a number of non-linear stages taking place either above ground, underwater, in a cave or in a ghost house and usually end with a castle, constituting a more advanced course with a more difficult layout. There are also optional zones; Star Road, which serves as a shortcut between some of the worlds and Switch Palaces, which make specifically colored blocks solid to make progressing easier. The game plays mostly the same as Super Mario Bros. 3 (NES), the previous installment in the franchise, but there are a bunch of new aspects to keep things interesting; among his traditional power-ups — mushrooms, fire flowers and stars — Mario has a newly-introduced cape feather up his sleeve, which allows to attack enemies by spinning and fly in the air. Another notable addition include aforementioned Yoshis that can eat enemies, spew them out as an attack or breath fire.
The game was later remade as a part of the Super Mario Advance sub-series under the name Super Mario World: Super Mario Advance 2 (GBA)
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Koji Kondo had once again returned to compose the score. While not as iconic as the music of the previous three games, Super Mario World still offers a very extensive and memorable soundtrack for such an early title in the console's lifespan. One thing that many might not notice during gameplay is that most of the stage themes incorporate the same melody, but use different instruments and styles to "hide" this. The game also makes use of the new sound chip's built-in echo feature, as you can hear by the sound effects in the caves.
To create the game's music and sound effects, Kondo used the prototype build of Nintendo's Kankichi-kun sound driver/software. The source of the instruments is currently unknown, but were most likely taken from the various keyboards Kondo used.
- Rippers: Datschge, Agustin Huambachano, nensondubois, KungFuFurby
- Recorder: Жукороп
- Game Credits:
- Sound Composer: Koji Kondo
The credits are shown upon the game's completion and look the same in each release.
Music and sound effects are played on the console's built-in S-SMP chip.
- mobygames.com/game/snes/super-mario-world - MobyGames.
- gamefaqs.gamespot.com/snes/519824-super-mario-world - GameFAQs.
- en.wikipedia.org/wiki/Super_Mario_World - Wikipedia.